 #include "colors.inc"
#include "metals.inc"
#include "textures.inc"
  
 // ==== Additional Includes ====
// Don't have all of the following included at once, it'll cost memory and time
// to parse!
// --- general include files ---
#include "arrays.inc"     // macros for manipulating arrays
#include "chars.inc"      // A complete library of character objects, by Ken Maeno
#include "consts.inc"     // Various constants and alias definitions
#include "debug.inc"      // contains various macros for debugging scene files
#include "logo.inc"       // The official POV-Ray Logo in various forms
#include "math.inc"       // general math functions and macros
#include "rad_def.inc"    // Some common radiosity settings
#include "rand.inc"       // macros for generating random numbers
#include "shapes.inc"     // macros for generating various shapes
#include "shapes2.inc"    // some not built in basic shapes
#include "shapesq.inc"    // Pre-defined quartic shapes
#include "skies.inc"      // Ready defined sky spheres
#include "stars.inc"      // Some star fields
#include "strings.inc"    // macros for generating and manipulating text strings
#include "sunpos.inc"     // macro for sun position on a given date, time, and location on earth
#include "transforms.inc" // transformation macros 

// --- textures ---
#include "finish.inc"     // Some basic finishes
#include "glass.inc"      // Glass textures/interiors
#include "golds.inc"      // Gold textures
#include "metals.inc"     // Metallic pigments, finishes, and textures
#include "stones.inc"     // Binding include-file for STONES1 and STONES2
#include "stones1.inc"    // Great stone-textures created by Mike Miller
#include "stones2.inc"    // More, done by Dan Farmer and Paul Novak
#include "woodmaps.inc"   // Basic wooden colormaps
#include "woods.inc"      // Great wooden textures created by Dan Farmer and Paul Novak
 
  
  
global_settings {
  assumed_gamma 1
  ambient_light White
}

global_settings {
  assumed_gamma 1        
  // No ambient light
  ambient_light White*0.0
}

camera {
  orthographic 
  location <0,0,1000>
  right 2*x up 2*y direction -z
  // Uncomment to render a side view  
  // rotate 90*x
}

light_source { <-50,100,100>, White }

// Round button
#declare b_round = sphere {
  <0,0,-1>,0.95
  // Squash the sphere in Z
  scale <1,1,0.2>
}

object { b_round
    pigment {
    marble
    turbulence 0.2  // full turbulence
    color_map {
    //  [0.0 color Black] // 90% gray
    //  [0.8 color Gray05] // 60% gray
    //  [1.0 color Gray10] // 20% gray   
      [0.0 color White] // 90% gray
     [0.8 color Gray85] // 60% gray
      [1.0 color Gray90] // 20% gray
    }
  } 
   finish {
    phong 3
  }
 }      